#Boss Brainstorm
1 messages · Page 1 of 1 (latest)
1 card is preselected seems like a good replacement for the hook if it gets replaced
metaphorically hooks onto a card
âMust alternate plays and discardsâ howâd that work with burglar?
Was thinking flavour wise that would be for the manacle
i c
Like you're shackled to a card
makes sense
delayed gratification users when they canât one shot boss 
Also if any of these ideas suck/are worse than any of the original ideas I'm game to remove them entirely
All enhanced cards are debuffed
well I personally dislike this
DEBUFF hand if contains a: Straight, Flush, 3oak (debuff all cards instead of autodiscarding them)
unless I misunderstand it?
More than the original version of those bosses?
Before it'd yeet your hand if it contained any of those
All cards debuffed until 0 discards remain
so when you play straight, all cards turn debuffed?
Yes
I was thinking this is too similar to the water
remember: playing fully debuffed cards is not a death sentence
well completely ignoring hand is worse I agree
same tbh
I love flipping cards over - I think the wheel is generally the best boss
So adding a couple flippy bosses would be good
yeah any excuse to get more flipped cards is good in my book
When hand played, all cards in held hand are flipped?
in held hand?
oh thats interesting, becomes a memory game instead of deduction
I like the idea a lot
Unfortunately I forsee the words 'pen and paper' showing up more if I have that boss
lmao yeah
the arm is on the chopping block? makes sense tbh
*proceeds to open up notepad*
I'd just take a screenshot yeah
Unless all newly drawn cards are facedown only?
im glad to see all the bosses I called out a while back being on the chopping block lol
tbh im struggling to come up with good ideas for final boss blinds to replace crimson heart/cerulean bell
held hand is reshuffled into deck and redrawn every played hand?
Funny idea for a flippy boss could be that discarding/playing cards puts them back into the deck flipped, but Idk if that's too easy đ€
since you would prob just ignore the flipped cards
Same lmao I sat with a notebook for a couple hours last night
All cards debuffed for first two hands
the revised amber acorn is so clearly going to be a favorite boss its hard to match/top that
too boring i think
Unless it was like One third/half of deck is discarded or the preselected card one
Those are really tricky to work around
It could be until x cards played
Debuffed until x cards played?
Yes
Yeah discarding a portion of the deck is probably the best condender for new final boss, its a very unique and difficult challenge to play around
probably for bell? like a wake up call?
I thought it'd be cool for a boss to have a 'trigger' hand, all cards debuffed until you play that hand
like to do list
But without straight flush
Or a 'trigger' rank
how about a boss whos score scale increases based on some condition? Like each discard increases the score threshold by like 0.25X base or something
I like that a lot
Atm all blinds have static "health" but it would be cool if crimson heart modified its health as you played
Moreso than debuffing
Decrease mult/chips by number of cards left in deck
It's anti-fishing strategy for final boss
crimson heart: oh no i almost die i cast regen spell 
per card discarded would be fun maybe
something that can be worked around, but also isnt a death sentence if you need to activate the ability
discarding part of the deck is interesting, not entirely sure but it may favor straights compared to heavy 4oak/5oak hands ?
It's such a difficult balance
not really, if it discards all of your 10s and 5s, youâre screwed
i was thinking the opposite tbh, straights would probably get screwed if part of the deck got thrown out at random
wheras by the end of a run you could have a billion copies of ace of spades
It would benefit heavy Xoak monohand
Well no, it wouldn't benefit
It just wouldn't matter to Xoak monohand as much
im just trying to think of gameplay mechanics that havent been touched by other bosses yet since thats probably where ill find untapped potential lol
im sure there is more stuff you could do interacting with specific hands played etc but then you are in the weeds competing with other ideas
Hand size was one I thought could be messed with a bit
Because it's a huge game balance thing already
yeah
And no boss was touching that before
reducing hand size also uniquely disadvantages a lot of very popular strategies
eh, just ends up being a weaker arm that is either still a bit too frustrating or doesnt matter
depends on the deck I guess, whether or not you rely on one big hand or several consistant ones, the number of cards you have for your x oak etc. straights have some advantages because they can be made with non specific cards but yeah you can get totally screwed if a central card gets wiped. tbf it feels spooky but manageable in most cases
Things that mess with Jokers are reserved for the final bosses but even then I struggle to come up with ideas
yeah there are only so many ways to mess with jokers
I like it because it adds uncertainty where there is usually certainty in the contents of your deck
i thought of putting eternal on one random joker but that obv doesnt work as a final boss lol
Shuffling them every round is too harsh
making them bad later on doesn't work for the reason you mention
Making them specifically bad (likely hard coded) isn't emergent
how about a boss blind that, if you lose, you get +1 ante instead of dying? You get a second wind where you can try and climb back out of that L but its going to be very hard
that sounds just stronger than every other boss
for the player
better for the player, since no downside
3 more shops to get Mr. Bones
you don't have to fulfill a condition to win and even if you lose you survive
I think violet vessel fills that niche kind of already
my thinking was creating a sorta "insane comeback" scenario that is full of pogs
but moreso I was just thinking about messing with ante because I think hieroglyph is cool
could swap discards/hands at the start be a viable boss?
I love the wall/violet vessel btw I have heard some complaints about them but I find it fun whenever I face them
It's a cool idea, but as a boss it's not always a downside
it's 50/50 if that is good or bad
wall/violet vessel are some of my favs lol, they feel so distinct despite having the simplest design
I see
ya
Boss effect should always be
Best case - neutral
Worst case - tragic
I don't think there are any beneficial ones
all editions are nullified (foil/holo/poly on jokers and cards)
I was really really trying to workshop this one
shuffle planet levels maybe
but it's a hard counter to a certain build type
base chips and mult are halved
I like that a lot better
for every hand or just most played?
every hand
For that I think every hand
crazy idea: After every discard and hand, a random tarot is played (on randomly selected cards if applicable). Enhanced cards have inverted effects.
is base chips and mult halved different than just a bigger X base?
lvl 1 hand feels like a death sentence for many decks (telescope fans in shambles)
thats just 4x base
Because jokers/enhancements/card values etc
because you're dividing score by 4 every time
Base score yeah but not everything else
It's anti-planet tech
is there one that's only play hands with pairs?
I know there's one that's the opposite
Id have to see how it feels to play against to know if I like halving base chips/mult
hard to intuitively feel out for me
No but that isn't the kind of boss I want to add - it makes certain build insta-lose
Final boss idea: a random joker is disabled each hand (does not depend on joker order)
ah true
I kinda like this actually
a less brutal more interesting version of all of the final bosses on the chopping block
Might need to be x1 base chip value since this is very tough
yeah just balance it in post 
i like having to evaluate how good your setup is on each individual hand though
Great idea, some variations:
Disable 1 joker per hand played (starts at 0 disabled)
Disable a random joker every discard (resets)
shuffle jokers every hand?
1 per hand played means no downside if you only need 1 hand to win
This is an existing boss I am scrapping
well rats
the latter can be bypassed, since u can discard, then play trash hand
True - but it can have higher scaling to compensate
I like the simple one random joker debuffed per hand
By resets I mean the joker changes every discard
Final boss idea: âcannot change joker positions during the blindâ. Could mess with blueprint/brainstorm users
oh I see
The final boss should be a challenge for most builds
Yeah i figured it wouldnât affect too many builds
Order is usually important - and disabling a joker is also usually important
It doesn't need to be joker based though
I don't know if it's too easy but I really like "1 card is always preselected" too
that's cool
yeah i think thats up in the existing ideas, i like it a lot
Is there a final boss that disables a random joker?
used to be
used to be 2 actually
verdant de facto disables one currently
I'll have to play around with it but I think it'll be a fun idea, could increase it to 2 if it's too easy but I don't think it will be
unless you play around it
hand size decreases by 1 every time a hand is played
I remember one disabling the left most joker but im not sure whats the other one
wasn't random though, you can always reorder once you knew which one it was
I think 1 card preselected will already be plenty challenging for a normal boss blind
Verdent/cerulean bell/crimson heart are all effectively the same Boss
preselection is a softer version of -1 hand size im thinking
but i could be wronf
Or discarded?
for a normal early boss that seems fine tho
It isn't because you need to play that card in your hand
yeah
Or discard it
ah
i see
then that seems pretty fun to play around
Boss idea: disable all joker editions
yeah itll be really scary with ride the bus lol
Not sure if it was mentioned before
Wait that wouldnt work too well with negative would it
I saw that before, same with enhancements for cards, I think both might be too specific
you have the option to get them often but they arent always relevant
but you dont really rely on them to win usually
Yeah - think of the other 'debuff' bosses and what percentage of the deck they effect
inverted effects could make them actively harmful
Doesn't seem like it moves the needle enough
combine both?
inverse of wild is stone i guess
Anyway I don't love the idea - I think there are better options out there
I don't want to add a boss unless I love it
because the design space is super interesting
im trying to think of something that would impact planet cards/hand levels
cant think of any rn that are thought out
Boss idea: instead of +chips from cards played it would be -chips
I like this idea
superposition players
sounds similar to plant
I had no idea how to phrase this one
Maybe a prime one where 2,3,5,7 debuffed
It's hard to group cards outside of suit/face
Feels kinda arbitrary though
i mean it sounds interesting
stone cards fall off though lol
I remember there was a suggestion a while back that was like only the middle cards are playable everything else is debuffed
your most played suit, value (for cards), and hand are debuffed
I like the wheel but sometimes I have half my cards flipped over or only like 1 card flipped over in the entire blind. Is the randomness to that boss intended? You could change it to every 4th card is flipped over or make this idea a new boss if the wheel is fine how it is.
I like the randomness personally
So if you are in a superposition run you might have all straights, diamonds, and aces debuffed
it makes the boss feel different every time
Randomness is intended yes - there is antisynergy
fair enough
1 in x chance to make drawn card negative (to avoid confusion with edition, it can be called cursed or w/e I just think negative is funny)
negative card - all applied bonuses become negative
- ex. Scary Face, Todd etc. give negative chips and mult
- All chips and mult on the card are negative
sounds fun
"all cards are flipped until you play the corresponding #" might be too strong
but if i got like three extra hands for that boss it might be interesting
im just thinking whatever comes to my head
When you play your most played hand, set money to 0
play 1 (more?) random spectral cards at start of round
OOF
i think thats pretty good
doesnt completely disable winning easily but also clearly incentivizes something else
telescope haters W
I thought about this but I don't think there's enough negative effects
thats just teeth+
It's more of a boss effect for the next ante too - which I like
-$1 each time a joker is triggered
I just realized tooth is the only money blind
I think tooth is great as a mid game blind
decrease multiplier per $ you have?
too minimal?
I could see some of the more build specific boss triggers having non lethal effects like that
You can't change your money mid round which would be frustrating
yeah fair
Decrease most played hand level by X
How about a final boss that starts at like X8 base but gets -X.25 or -X.50 per blind skipped across the game?
force my most played hand to be high card for every build đž
when I first fought tooth I was like "yeah it's fine I have nothing I'll just get to 0$ anyway", then I got to like -15$, quite brutal
In that sense it might be less difficult than the tooth
Since you can't fall below
Would "add a random card to deck each discard" be bad since it can help the player?
I'm adding it to the list
the listâąïž
What is the list?
feels like a buff
For the thread
It would kinda act as an economy recover check, or you might just play other hands
first message im assuming
bloating the deck is a cool downside for a boss blind I think
that would be the first 'meta' boss, since it changes depending on how you are playing the run
thats what I said
So how would I display that?
you can make ur most played hand high card
every run
while playing straights or w/e
Should it just say the hand type when you start that ante and it sticks with it?
display it the same way you display what card will come from the fool, just in the area where the boss text is
let it change dynamically
That's fine
It thought it might be cool (almost a different idea) for it to be 'set' once the ante starts, so you can pivot if needed
Less hard-counter-y
what if super needle final boss, where it has a small requirement, but you must beat it X times (perhaps X even equals the number of your starting hands)
shrug cant you just spend all your money before that boss if u know its ur most played hand đ€
Yes!
I think it changing dynamically is kinda an edge case since its not suuuuuuper common that you have two hands close enough to most played that you could easily change it during a single blind
itd just end up being a bit confusing if its not dynamic, imo
that's artificially reducing your money anyways
it wouldnt matter 99% of the time, but when it comes up itd be unintuitive
What I mean is that it would just say the hand name
It has to be clearly displayed yeah, so new players aren't surprised.
like 'If you play a straight, set money to 0'
well it's definitely easier than most of the bosses then, but I don't mind
And in the collection it'd say the most played hand
It's a boss for later Antes - since it'll ruin your econ if you do that
I thought you meant meta as in between blinds, not meta between runs
No lol
ah, I see, Idk how it works with 10 antes
Sorry
only played this demo
I think both are needed, if it doesn't say this is the most played hand, players may assume it's random
It's just for the run - but it doesn't say the phrase 'most played hand this run'
it'd just show the actual handname itself
most played hand of all time for most players will be high card
Less confusing
which is adequately punishing but also less interesting
In the collection screen it would say [most played hand this run]
Gotcha
I feel like "Most played hand this run (Straight)" would be best for me personally but I understand wanting to simplify
I wanted to preamble with this - but if you look at the boss effects now they are all very very simple. Like 10 word descriptions. It's something that needs to be baked in to any design
The bosses can't just be clever they need to be written in crayon
Final boss idea: disable most used joker/joker youâve had for the longest time
Same thing worded differently
Hmmmmm I like it conceptually but it would require pen and paper tracking info to properly play with its mechanic
isnât it already tracked?
For most used jokers
It's not displayed anywhere
Nor should it be when it doesn't matter for anything else in the run
I think gwaizer meant over all most used. Accountwide rather than runwide.
I mean over all most used wouldnt always affect the played
Accountwide would just mean it only matters with that specific joker which is kinda lame
But my intention was during the run
ÂŻ_(ă)_/ÂŻ
And it would tell the player which joker it is
I'm not adding meta effects like that to the game - trying to remove them. For some players that incentivizes grinding boring play overall for a slight edge elsewhere
I like the concept of "disable your best joker" but the player would need to know the rankings to properly engage with the content
Over the course of the run however - I think that is an interesting idea
yea
yeah
But unfortunatly not something the player will know
how do you determine which jokers are most used during the nun
number of triggers? rounds?
i assume itd be rounds you held it
it could be âdisables most used joker so far {name of joker}â
since thats how its tracked in the stats
Number of rounds is all I use
And it could lead to cases where the disabled joker has no bearing on hands played. (E.g. I have had egg since round one. Oh no muh egg got disabled since Iâve had it for the longest.)
That is already the case with Verdent
most and least used poker hands swap levels?
If anything it's better than Verdent for that
Uh oh
Why have you done this
how do you choose least used when 5 have been played 0 times?
random?
omg that gave me an INCREDIBLE joker idea
were there any good boss ideas in #1155557846805643434 ?
uh oh 
Oh no
Lowest score combo
uh oh
Iâm a big fan of having more facedown effects
like Libra in Isaac - keeps all your poker hand chips/mults balanced
I assume random
so every planet card increases every base but only a slight amount?
yeah thats awesome
Yeah
that sounds awful lol
Sounds sick
the duality of man
It sounds situationally good! My favorite kind of good!
Thatâs pretty interesting
every planet only have 1/9 the effectiveness? never taking
Could go crazy with multiplying mults
Suddenly every planet card is worth taking
But EVERY planet increase all of them
I'm evil
sounds pretty good if every planet gave pluto level mults
Instead of 1 per hand
synergy with constellation
constellation synergy
i get the idea behind it
sounds interesting
I'd rather fish for planets of the hands I play most rather than take something that only buffs my best hand a little
I think it's at least interesting - lots of soft synergy
Astronomer synergy đł
I don't think it'd be for monohand builds
Are draws pre determined?
then the question is how many hand type does a player have to build into for it to be worth it
because spreading over 9 hands is very, very thin
I like jack of all trades options (it's cool with satellite too).
Oh also upgrading your hands with, say, saturn is almost as good as pluto for high cards
So it might even be a high card buff
If they are how about a boss that places your X most used cards to the bottom of the deck
divided by 9 is +3.33/+.33
Or Neptune
Yes
are you sure? because Saturn is still one specific planet just like mercury is
and Saturn is one of the best in this case
telescope makes it much more common without that joker
anyway we are kinda getting off topic
Thereâs the voucher that makes planets more common in the shop, synergy there too
how about a boss where hands always play with the next lowest contained hand
like the base scoring is always the lowest possible base?
So 5oak would play as 4oak, full house would play as 3oak, etc
ah
I think that would be a pretty hard counter to most builds
^with this as well?
Anything with upgraded hand levels essentially
straights build -> high card lmao
high card builders laughing rn
How about gains X0.1 base per planet card / tarot card/ booster pack/ etc used this run?
Numbers/card type adjustable
Just buffed constellation
so it's wall/vessel, but only sometimes
Might need to be x0.05 or just for tarots
Oh wait this is boss
nvm
It's a boss đ
i like this bcuz most of the time itll just be a bit stronger but 8 ball/constellation runs will have a serious challenge
and i think its a fair fight
More tarots should mean more powerful run in general, so it scales kinda
doesn't sound distinct enough from wall and vessel to me. it's just a tossup of how close
it depends on how its balanced but i think its meaningfully different since it scales based on your actions
then why would wall exist
either wall is balanced or this is balanced, one way or another you have to get stronger
idk why these two need to compete, the only thing thats similar is that the score to beat can be large
wall is static, this concept isnt
Doesn't have to be tarots/planets/packs, could be something else entirely
like rerolls, cards played this ante
money
#1170704202025152585 message interesting idea from the boss suggestions
i think dynamic score is a good design space to explore no matter, could probably squeeze out a few concepts from it
The concept is very interesting - but imo too complex
bit out of scope for crayon
I do really like the idea of the raising the blind requirement based on actions taken during the boss
is the list pinned in here or no
oh it should be pinned
tyty
freaking discord won't let me pin the main message for the thread
This thread is attached to a message in #đ§Șă»experimental
classic
That message has the list
âSets money to 0â is fun when youâre in debt lol
Some of these will get chopped once they're implemented and inevitably have unforseen design issues
#1170010851072295003 message hereâs another
I think this interests me because you start scaling the boss after you know it's coming
Instead of potentially avoiding using tarots during a run because you know that the boss exists
yeah for sure
Ooh yeah âthis anteâ is interesting
I read through all the boss blind suggestions last night! That one has an issue in that you need to pull out a calculator
Ah
I like "this ante" as a broader concept because it makes you feel pressured by the boss blind for the whole time you can see it
Me too - I think there could be some interesting designs there
Without discouraging strategies for full runs either
'All cards played this ante are debuffed'
Like that one STS boss
Also some fun interactions with boss blind rerolling - it makes rerolling late better but also thats high risk since you have reduced time to prep for whatever it rolls into
Or all played cards are discarded to start the boss
Base of boss blind increases by mult of last hand divided by 100?
calculator moment
Yeah :/
Crayon as well
we are just speaking in goddamn tongues now 
I'm lucky I have a smooth brain because it acts like a crayon filter
I donât know what crayon on means in this context and at this point Iâm too afraid too ask.
Autocorrect goes hard
Ah ok
It can still be elegant, but the rule itself should be simple
Simple rules breed elegant design in games imo
also stronger emergent gameplay
every other/3rd card is automatically discarded
the simpler effects are, the more they bump into eachother
Deleted* đ
What does this mean, whenever they are drawn to hand?
yeah
i assume drawn yeah
This seems like the one idea on the list already
Where your deck starts partially discarded
how hard would a final boss be where every card is facedown
Itâs pretty much a way to dynamically do that idea without discarding a bunch of cards first (so only choose one of them)
with the deck partially discarded at the start you have foresight though
Super hard but also might be kinda fun?
you wouldnt know which cards are going to get discarded ahead of time here
Ah I see
Are they too similar? I like both
But I don't think I could have both
I'd pick one
fully facedown would be interesting but also basically require specific information that isnt obvious, like what order the suits sort in
I think suits are ordered like a fresh deck of cards
discard as you go is probably simpler to explain/understand
another final boss: has the combined effects of every boss before (or X previous)
so spades, hearts, clubs, diamonds I think
I think that would only work if you can see the hands created by cards face down for that boss, which doesnât happen in the Wheel
Thoughts on the face down face card one?
That seems interesting
I like it
you have ways to play around a bit, like the sort buttons, played hands, and tarots flipping cards
Yes
good partial information
an easier boss i think but i like it more than the plant
abandoned deck would go hard though
this isnt obvious information and unless its stated in the game i wouldnt want to rely on this outside knowledge
I feel like this information could be determined through the game itself however
if you sort by suit you can see what the order is
What about a boss that disables deck viewing?
That is the forced order yeah, but it's not explicit
if it was very few face-up cards instead of exclusively face-down youd have enough info to figure some stuff out without suit order knowledge
Unless you are in this theoretical boss that requires the info, it requires you to have info that is no longer available
1/7 cards face up is very funny
that's true yeah
I like the idea of 1/7 face down only showing up in the first half of the run, and 1/7 face up only showing up in the second half or a final boss lol
I feel like it'd have to be final boss
Here are the litmus tests for boss blinds
- Crayon: Is the concept simple
- Calculator: does it incentivize an external calculator tool
- Pen and Paper: Does it incentivize writing information down
- Hard counter: Do you just lose if you face this boss with a common build
- Balance: Effect should be somewhere between neutral and tragic depending on the run
making a poker hand when you only know what one or even none of the cards are is very difficult
should also add that a boss's effect should be approximately neutral to terrible
i like this idea, but im worried for horrible combos like needle + wall
I guess I don't know how the final bosses fit into that
Slightly harder? Slightly more intrusive rules?
two random bosses maybe?
needle wall lmao
although that might be too hard
Final bosses have effects that generally affect all playstyles
and are more difficult
that's how I distinguish them in my head anyway
I think -hand size, while very simple, would make for a good final boss
Because it really changes how you play
Yeah for sure
how much does it get countered by +hand size
I would wager it would get countered quite hard
It would yeah
a really good burnt joker run wouldnt care about it at all
it could SET the hand size to something
^ was typing that
lol
I like that less
yeah thats just a burnt joker hard counter
all it does really is squash an edge case lol
it could be % based
could also do like 2/3 or 3/4 hand size or something
What do you mean?
Oh
Like fractional I see
i like that a lot more
ohhhhhhh yeah I like that
it does get weird with rounding, the players wouldn't know what to expect
I prefer a fixed round number
floor(3/4 hand size)
does (god forbid) 6 hand size with 3/4 round to 4 or 5
random idea: all even / odd cards are debuffed (two different bosses)
Decreasing it over time probably is the best
I had that in the idea list already
Both are there
doesnt outright kill runs with lower hand size, does have an actual effect against massive hand size
Both seem fun in slightly different ways
I'm still leaning towards -1 or 2 instead of a fraction of percentage
Burnt is a good card and I don't think the fractional punishment changes that much. It'd do so at the cost of Crayon
i think fractional is worse, yeah
normal boss idea: when you play a hand or discard, draw exactly 3 cards
Love that
hand gets smaller when playing 4 or more, and gets bigger when 2 or less
Super interesting idea
Idea is very simple but obvious to see the emergent complexity
It's sometimes good though
how is this idea local (same theme around plant)
it could still be constrained to your max hand size
if you abuse it for large hand size, you still have to deal with the fact that you can only go through so far in your deck, so if you have one specific hand in abandoned deck for example, you're not guaranteed it as much
i like the idea
yea
I still like -1 hand size per hand played but this is good too
The max hand size constraint fixes the idea for me, is it better or worse like that?
I feel limiting to max hand size is too punishing
I think it would be less punishing than Water in most cases
Worse for hands played, better for discards
heres a silly idea- all your jokers are shuffled into your deck (so you can only get them back when you draw them)
there's a lot of cases where you're looking for outs, which is gated by less drawn cards to begin with. you might have a bigger hand size by overdrawing, but you'll still be more constrained in your possible hands
I saw that months ago and I agree it seems super interesting, too complex though
like if you need a 3 or 9 for a full house but don't draw it because you only draw 3 cards a discard, even though your hand size is large
really? i feel like its pretty simple
you'd still have to adapt
code wise
thats a fair point
Not code wise no
lmao that's a fun idea. Imagine bottom decking all jokers though
Explaining the concept would be tough to do properly without leaving the player with a bunch of questions
I think I'm on board
It's a different play style so even if it's better for that build it's only one Ante
draw half the deck but you have one hand and no discards
different needle
that would be a pain to select the cards you want
but funny tho
UI wise it'd suck
hope your best hand is better than the normal boss score in one hit
Could see that being frustrating yeah
thatâs needle x water
That's got Calculator concerns
I assumed that's why needle was half score in the first place
yea
I mean you could do "draw half of deck, no more draws"
that one works I think
that works
ooh thats fun
search up balatro on youtube and find the breaking balatro run video thing
Luckily since Balatro is visually designed from something that already solved this issue, it's still readable with a ton of cards
maybe two rows of cards đ
Because playing card pips are designed for that
yea
two rows of cards would be weird imo
i donât hold my 33 card uno hand in two rows
skill issue
Oof
oh my that's a lot of cards
ikr
Is the 'draw half the deck' idea better than anything on the list?
A joker along these lines would probably go hard too tbh
better than straight -2 hand size?
considering there's already -1 per hand played
I prefer it over the debuff straight etc one
Ah yeah true
oh you meant the already existing list
Debuff bosses are less interesting but still useful for early antes imo
Yeah we just prob don't need more
I like debuffing specific hands for other reasons though
how bout odd/even cards
we could have a debuff [hand], hand is chosen when blind selected?
Feels too random/pointless
Yeah most of the time does nothing, sometimes a huge fuck you
thatâs the plant in abandoned deck
Suit debuffs are targeted to an okay degree
bronze
And face cards are a whole thing on their own
Plus debuffed cards don't seem very interesting in general so I'm happy to consider other ideas
im still wondering how having face cards being drawn downward would affect the player
harder to use face cards
is that going to replace the plant?
idk
hurts x of a kind/straight
yea
I'll keep the plant I think
Completely forgot about that
I just love flippy boss ideas
I was just thinking about the jokers that rely on face cards
the plant works because face cards specifically have a lot of antisynergy with debuff
tbf it hurts every hand if you use face cards in general
lots of jokers specifically trigger on face cards
In full game face cards are important
it's just a question of whether we should debuff or flip
Why not 2 bosses?
debuff makes more sense for face cards because of the specific antisynergy
but yeah they dont need to be exclusive
we have 4 suit debuff bosses, why limit ourselves to only debuff or flip for faces
def possible but I feel it's too similar to justify two
pariedolia [sic] with face cards drawn face down 
weird idea: "at start of round, shuffle all tarots into your deck"
although there are 4 bosses for debuffing each suit so idk
Pareidolia and sock/buskin are a thing
yea
i really like the concept of non-playing-cards being shuffled into your deck
just in general
The question a player would have is what does that mean
i think its okay for them to have that question if it gets answered later
I'm having trouble seeing what's ambiguous about that
How about a boss that disables a random joker and it would change after each hand
me too, it feels pretty straightforward
The disabled joker ofc*
Do I play my Jokers now? Do I play them to add them to the joker area?
Not poo-pooing, if it's easily crayonable I'm happy to add it
those questions would be answered as soon as they enter the hand
Can they be answered before?
I assume they'd move back to the joker bar when drawn
you can only play hands that have been upgraded?
do they need to be? I don't see what changes about player strategy if they're unsure
Maybe you could play them when they are in your hand like stone cards, then they go to joker area
yeah I also assumed they would pop out of hand on draw
It's introducing a new mechanic I'd like to tutorialize if possible
start of blind: shuffle 1/4 deck size of blank cards temporarily into deck (blank cards act as stone cards with no chips)
Because not all gamers are like you folks
if the end result is simple i dont think its necessary to explain it beforehand
I'm not as much of a fan of the joker one btw, seems too harsh to draw so far through your deck to find things you absolutely need to score enough
yea
sure, at the cost of normal card draws
yea
Could be a Joker though
depends how badly you need to hit the right draws to win the round
if the jokers (or consumables) just go into the joker/consumable slots respectively on draw, theres nothing really more to explain
Jokers get more text to describe effects
you can just see it happens
because tarots aren't scorable in poker hands
they're clogging up the draws for actual hands, although they do provide a bonus
that as a joker could be cool as well though
So you have a hand size of 8, you draw 7 playing cards and a tarot, what happens?
It goes to consumable area immediately?
And you have 7/8?
i could see tarots getting to stay in hand
it'd stay there so the hand size doesn't have issues
That seems like a net positive most of the time I think, so more likely a Joker
The Balance litmus test, should be at best neutral
seems like a fun joker :)
minus hand size is already established to be a downside, and in many cases the tarots would do that
Yeah it's a negative and a positive
For a boss you could just shuffle blank cards into your deck, with blank cards being unplayable. But that requires implementing new systems
Thought about this a lot yesterday too
And making them permanent somehow
Its been brought up a few times in #1155557846805643434 but I think blank cards have good design space
instead of stone cards we get rubble cards
i dont even think they need to be permanent, wasting discard space on them is already kinda tough
no chips no nothing
What if you enhance one?
Should it stay? Be removed?
depends if they always score like stones
I think they would yeah
âDisables a random joker, changes after every handâ
It'd be the same as a stone but no chips to start
blank cards is pretty interesting
For the boss, I was just thinking temporarily shuffle them in, but for other areas of design space they should be permanent
in which case you could totally enhance them but only the "in hand" enhancements would really help, or stone
That's what I mean, what if I DNA a blank card or enhance one during the boss?
Still remove or keep?
It's not a code question it's a player experience one
still remove imo
DNA keep, enhance remove
Could be worded like this:
But thunk has already seen (and liked!) this idea
in my head, the boss adds X blank cards and then removes those blank cards at the end
you can use them to beat the boss but at the risk of wasting an enhancement for a card you'll never play again
DNA would create a new blank card that the boss wouldnt care to remove, its not its responsibility anymore
That seems complicated
DNA is an edge case though
Keeping the cards might have some other downsides but it's less complicated
Thats just my intuition, not necessarily the correct way to do it
its how I would assume it works if it were in the game
im not against making them permanent
I mean you could just make it a final boss and make them permanent
"Adds 8 permanent blank cards to your deck"
so it doesnt really affect a typical run
actually it could be pretty interesting to have certain bosses affect things outside the 1 blind
tool tip
blank cards are kinda boring imo. they're always discards, no question
double back card
I can't tooltip everywhere - that one is hard to even think of where I'd show that info
honestly blank cards is random minus hand size
which is minus hand size but not fun
how about a boss that lowers the hand level each play?
-1 hand level each time hand is played
I think blank cards open up interesting design space & could have some cool synergy with joker support
The money ones do this, I agree I think they're cool mid run bosses
level 0 hands
like a joker thats +X0.25 mult per blank card in deck or something
or maybe just in hand
oh yeah true!
level -2 high card
status/curse cards are interesting if they can in some situations be turned into upsides. I'm not sure I like them in the context of balatro's design though
I think I'll nix blanks for now, too much scope for a boss at the moment
But I really like the idea
Mhm def too much if its going to be a single boss
Even if it's more than just a boss
id love to see them show up sometime post-launch with full support though
Not looking to make my list longer, just want to redo these few bosses with more fun abilities
I think the list is looking good though
all we need now are cool names
I'll post the list here in a sec
yeah, lots of exciting stuff
will there be another poll like with the tag discussion?
No new names/art
level 0 hands as a concept have been talked about before
it would just be 0 base score
0x1?
0/0
0x1 is better imo
aw
1 should be the min mult possible imo
I'd assume base multiplier is 1 for chips no matter what
yea
Unless explicitly lowered
yeah it doesnt make much sense to go below 1 mult
when I eat my Doritos too fast
you've never seen me at a casino then
in any case, subtracting hand levels is interesting design space not used anywhere else we've seen
yeah sorry if this wasn't stated but instead of adding new bosses I thought changing the bad ones so the average boss quality is higher would actually be way better
In addition to being easier for me
I don't know what those chopped bosses do normally
mostly hard counters or boring abilities
What "bad bosses" are left to change?
same here, but i heard of most of them
The ones in the list #đ§Șă»experimental
yeah but if we're trying to rework rather than overhaul knowing their current abilities makes sense no?
Yes
I'll post those too
fish/ox would both be good candidates to replace with "-1 hand level each time hand is played"
We can assign abilities to the open blinds
i think it was good to not have their abilities posted at first so we could come up wtih fresh ideas instead of just rehasing the existing bad ones
now that we have a good list of ideas we can assign them properly
oh yeah why is the flint contains a symbol not a part of the phoenician alphabet
how much were the bosses matched to abilities thematically?
Uhhhh
the house is pretty matched
I know wheel kind of matches
ran outta letters lol
They were kinda used as inspiration for the abilities
there are more i think? lemme c
But this direction makes more sense for game design
I'm still 2 :)
I'll get there one day
also on the new ideas for old art
i almost want like a tierlistmaker style of drag and drop thing for assigning new abilities to the old bosses lol
the mark could now be 1 card preselected?
iirc localthunk was thinking manacle for preselected, like you are chained to that card
understandable
oh ya
ox because card is stubborn like ox
there's 13 on chopping block and 12 new ideas in the list
so we have wiggle room
the flint could be half of deck is discarded
cuz the deck got burned
How about if hand contains (hand), halves your money
we have play [most played hand] set money to 0
Yeah but this doesnt have to be your most played hand
But youâre right they are pretty similar
negative to do list
but worse in a sense
when you have 90 in bank and you reroll boss blind and get this boss
is (hand) chosen after blind or after hand played
and this already exists as an idea
My idea was (hand) would remain the same but it could change after every hand
Whatever works best
most played hand isnt always the hand youâre about to play
like high card being the highest cuz you have bus
The idea was âcontainsâ rather than the played hand itself, like âcontains a pairâ or something like that
Or it could just be a any specific hand
I wonder what local is typing
boss abilities we're replacing i think
Probably the poll
New possible effects:
**- -2 Hand Size
- All Jokers start flipped and shuffled
- First hand of round is drawn face down
- One third/half of deck is discarded
- -1 hand size per hand played
- 1 card is always preselected
- DEBUFF hand if contains a: Straight, Flush, 3oak (debuff all cards instead of - autodiscarding them)
- All face cards drawn face down
- Discard 2 (more?) per hand played (This is specifically a Hook buff)
- Must alternate Plays and Discards
- Increase required score by 0.1X per card discarded
- Playing a [most played hand this run] sets money to $0
- Base Chips and Mult are halved
- Random Joker is disabled per hand played
- Gains X0.1 Base per card played this ante
- All cards played this Ante are debuffed
- Draw half your deck to hand, no more cards are drawn this round
- After Play or Discard, draw exactly 3 cards
- Decrease played hand level by 1**
Old bosses/effects:
**- The Hook: discard 1 random card per hand played
- The Ox: All hands start at 1 chip
- The House: No full houses (yeets em)
- The Arm: Must play fewer than 5 cards (yeets em)
- The Fish: All hands start at 1 mult
- The Mancle: Subtract discards from mult
- The Serpent: Subtract hand level from mult
- The Pillar: No Straights (yeets em)
- The Flint: No Flushes ('yeets em)
- The Mark: No hands that contain a pair (yeets em)
- Amber Acorn: Shuffles jokers every hand
- Crimson Heart: Leftmost joker disabled
- Cerulean Bell: Rightmost joker disabled**
ah that's what they're typing
yeets em
yeets em
yeets em
yeets em
yeets em
Kk poll time - I'll post it here and make sure not to message in the thread for a few mins, I'll just delete the messages.
baller
đ€
alr
**:bar_chart: [choose ~5 answers] Which of these Boss blind ideas do you think is the most well designed, interesting, fun, challenging, and fair? ** Please consider the criteria from this message: #1174373268640239656 message ** **
đŠ -2 Hand Size
đ§ All Jokers start flipped and shuffled
đš First hand of round is drawn face down
đ© One third/half of deck is discarded
đȘ -1 hand size per hand played
đ« DEBUFF hand if contains a: Straight, Flush, 3oak (debuff all cards instead of - autodiscarding them)
đŹ All face cards drawn face down
đ Discard 2 (more?) per hand played
đź Must alternate Plays and Discards
đŻ Increase required score by 0.1X per card discarded
đ° Playing a [most played hand this run] sets money to $0
đ± Base Chips and Mult are halved
đČ Random Joker is disabled per hand played
đł Gains X0.1 Base per card played this ante
đŽ All cards played this Ante are debuffed
đ” Draw half your deck to hand, no more cards are drawn this round
đ¶ After Play or Discard, draw exactly 3 cards
đ· Decrease played hand level by 1
Okay I think that's probably close enough for some trends. Some thoughts I have:
- M seems very high for what I imagine might be a RNG heavy boss with less autonomy, but I am curious to hear thoughts on it
- N and O both seem like interesting ways to give player agency by showing them the boss before it starts impacting them, so they can play around it. Is there a better way to implement this idea than N and O?
- A is (I think) the harder version of E, I would be worried that most players won't even engage with that boss if they win in the first hand or 2
- P in concept is fantastic, but from a UX standpoint it might not be possible, I'll have to see how it feels to have a million cards in hand as part of the core experience. If it's possible to go infinite with Burnt rarely, that's one thing but having that in a normal boss is another thing entirely
Overall though these are literally all better than the previous effects for these bosses, so I am really happy with the ideas we came up with together!
time to talk now?
P) Draw 1/4 of your deck, discrad any non played cards. Repeat for 4 hands
Yes! sorry đ
Is B a late game boss?
i love to discrad my cards đ
Yes replacing Amber Acorn
with M, you do get some agency in playing hands to switch the disabled joker
- I didn't choose M because in most cases it's just going to be "oh i have less points this hand. oh well"
- I do also like the idea of ante-related boss ability, but yes I think it needs to be something other than N and O.
- I would've chosen A if it was -1. -2 is too punishing, especially with Ouija or Ectoplasm ever chosen during the run, unless there's a lot more ways to gain hand size in the full game.
- I would think that making 2 rows of cards for oversized hands would help with huge hands, but I could understand if that wasn't an option.
Boss idea: you can't see what suits your cards are (the opposite would also be possible)
imo difference between A and E is in build types
Builds that usually defeat blinds in 1-2 hands would be more hindered by A, builds that use many hands to win would be more hindered by E
I think most peopleâs playstyles would be affected more by A, but as a final boss E seems more thematic and would also be very hard for certain builds
For I would it be too much to combine it with psychic to where you need to discard 5 cards too?
i do think p would be the most fun
I think J could be 0.2x, but I guess that could be changed later on in balance patches.
Yeah I like J but it seems like a bit too little for me
forced 5 card discard is a cool idea
nah psychic is fine as is imo
J seemed like too much to me. 5 card discard is 1/4 of the boss blind power
Yeah fair, I just think forced 5 card discard for I would be neat
that's pretty big
oh didnt realise it was 5 answers only đč
i will say that i expermented with a boss blind that is the same idea as L in my hand calculator
that one would be very difficult to deal with and would be super hard
approximately 5
that does seem interesting on another viewpoint
11 is approximately 5 (in binary)
1e10 is approximately 5 
For J, X0.1 per card, maybe it starts at X1 base?
Then the whole ante is kinda the boss challenge
yes
seems alr
Or X0.2, starts at X1 base
Yeah but this boss should discourage you to play discards, if you can play 5 before it gets bad then that's too many.
if both L and J are added, J has to be 0.2 cuz if its 0.1 its just easier L
Yeah the idea is that it counters discards without hard countering
discouraging discards as a concept is already filled by water
and larger score req. is already filled by wall
ÂŻ_(ă)_/ÂŻ
Any thoughts on P being a UX issue?
what does UX mean again
User experience
ah
Dealing with 26 cards in hand
Would a boss that sets initial chips to zero be too much?
Either split held hand into multiple pages or make two rows
Rather than halting both
yes
It would be tough to make right though
splitting it into 2 rows?
Cause you would only get chips from jokers and like the 10 from the cards lol
thatâs the old ox iirc but worse (1 chip)
Oh
Would be a shame if P does have poor UX because the idea is so fun
Might need to get cut
đŠ
I think other card games have managed with this
What if your deck just gets halved?
i did suggest multiple rows of cards
The multi row thing is a lot of work
ah
rip
Plus technically it would be tricky to figure out with controller support
Not rip yet!
do u think ur hand could just become the same menu as the deck info menu but able to play cards from there when over a certain amount
I will give it a try
revokes my rip
The idea is too good not to try
maybe you can use deck peek thingy to draw cards
depending on how the boss actually plays, it's always possible for it to be more balanced to have less cards drawn
Yeah GLUK gave a suggestion about that
That's a ton for one boss
thats kinda what im saying but the run info button that gives u ur deck would seem better imo
the 13 over 4 hands one?
Yeah similar concept, different but solves the UX thing
i think that has some merit, although has issues with players buying more hands
like grabber / burglar
lol
thats actually a really good one
tooth but different đ€
true
tooth and wheel feel different as bosses
maybe instead of multiple rows, can have multiple pages, but that's kinda annoying I feel like